Post by Nezuel on Dec 28, 2011 22:25:40 GMT -5
-KNOWLEDGE & SKILL-
Ninjutsu Knowledge (10 KSP)
- Level I: Allows the ninja to use basic Ninjutsu (note that some basic ninjutsu have other requirements).
- Level II: Allows the ninja to use basic ninjutsu and jutsu from a primary element of his choice.
- Level III: Allows the ninja to use basic ninjutsu and to have two ninjutsu elements. The second will only allow the ninja to use ninjutsu of lower rank than himself. The user gains a level one chakra trait for free.
- Master Level: Allows the ninja to use basic ninjutsu, and three ninjutsu elements. The third element will only allow the ninja to use ninjutsu of lower rank then himself. The shinobi's mastery of ninjutsu has given them access to a single Yin-Yang Balance Element. The user gains a level two chakra trait for free. (Earth, fire, water. Water is 3rd. release)
Genjutsu Knowledge (6 KSP)
- Level I: Allows the ninja the ability to use up to C-rank Genjutsu of a single sub-type.
- Level II: Allows the ninja to use genjutsu up to B-rank of a single sub-type. Gets Genjutsu Resistance Level I effects.
- Level III: Allows the ninja to use Genjutsu up to A rank of two sub-types. Gets Genjutsu Resistance Level II effects.
Taijutsu Knowledge (4KSP)
- Level I: Allows the ninja to perform simple Taijutsu attacks, such as punches and kick combos. The Ninja can use Basic Taijutsu with no styles at this point.
- Level II: Allows the ninja to have one Taijutsu fighting style with all allowed rank jutsus.
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Genjutsu Resistance (free, )
- Level I: Allows the ninja to realize if he got trapped in a Genjutsu of the same rank, making it easier to make a plan of escape. Allows the use of Genjutsu Kai.
- Level II: Allows the ninja to realize if he got trapped in a Genjutsu of one rank higher. Also, allows the use of Genjutsu Hakai. Genjutsu of one sub-type require one less chakra to break.
Chakra Capacity (10 ASP)
- Level I: Allows the shinobi to sustain a bit more Chakra. 10% more Chakra. Sannin/Kage ninjas will have a reduction of five CP over the total CP (applying skill bonus).
- Level II: Allows the shinobi to sustain a greater amount of Chakra. 20% more Chakra. Sannin/Kage ninjas will have a reduction of five CP over the total CP (applying skill bonus).
- Level III: Allows the shinobi to sustain a Large amount of Chakra, 30% more. Sannin/Kage ninjas will have a reduction of five CP over the total CP (applying skill bonus).
- Master Level: Allows the shinobi to sustain a Monstrous amount of Chakra. 50% more. Sannin/Kage ninjas will have a reduction of fifteen CP over the total CP (applying skill bonus)
Elemental Fusion ( free)
- Level I: The shinobi has become proficient enough with his own elemental chakra to fusion two elements together giving the shinobi access to a fusion element.
- Level II: The shinobi has become even more skilled with their elemental chakra that they are capable of fusing multiple elements giving them access to two fusion elements. Wood, Boil)
Summoning (10ASP)
- Level I: Allows the ninja to summon a rank C creature. Requires at least Ninjutsu and Genjutsu Knowledge level II.
- Level II: Allows the ninja to summon a rank B creature.
- Level III: Allows the ninja to summon a rank A creature and to use summoned animal related jutsus.
- Master Level: Allows the ninja to summon an ultimate summoning of rank S and is capable of becoming a Sennin.
Speed & Agility (3 ASP)
- Level I: Gives the ninja more speed and agility than average ninja do, which allows them to dodge basic attacks with more efficiency. The shinobi can perform handseals are a faster rate than average. Requires at least Taijutsu Knowledge Level II.
- Level II: Gives the ninja more speed and agility than before, allowing him to dodge ranged attacks, such as shurikens with more efficiency. The shinobi can perform one-handed seals though at a slower rate than average.
Chakra Sensory (1 ASD)
- Level I: Allows the shinobi to sense surrounding chakra, for comparison with its own or surrounding ones. Requires at least Ninjutsu and Genjutsu Knowledge level II. (Range: 100 meters)
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-TECHNIQUES-
basic ninjutsuName: Waza no Jutsu [Walking Technique] (5 JP)
Type: Ninjutsu
Sub-type: Chakra
Rank: E
Orientation: Supplementary
Cost: 1
Effects: This technique is a must for any Shinobi. Difficult for some genins, Waza consists of basic manipulation of chakra through the fit. This is done through two ways. First, they may concentrate chakra to their soles to because adhesive, allowing them to walk on normally impossible surfaces, such as walls or a tree. Second, the user may force their chakra downward to act as a method of balance which grants them the ability to walk on water. Both take a constant concentration of chakra, and thus must be maintained each turn of usage for one chakra. This does not require hand seals.
Name: Chakra Shūgō [Chakra Manifestation] (5 JP)
Type: Ninjutsu (5 JP)
Sub-type: Chakra
Rank: E
Orientation: Supplementary
Cost: N/A
Effects: The ability to draw from their reservoir of stamina in order to generate more chakra to use. This technique allows a ninja to take their body's energy in order to cast more jutsus during a battle. 10% of the Shinobi's Max chakra is replenished (Rounded down from .5). However, each time this is done it exhausts the body, due to the nature of forcing it go beyond it's safe limits. Each time further strains a user. This may be cast three times during a battle, with any further attempts causing a person to collapse. When performing Chakra Shugo, you may not have performed any jutsus this turn, nor may use any while doing this. Techniques in use may be maintained if they are of a supplementary or defensive nature. The chakra granted by this ability is added on your next turn. For purposes of percent, you use your Rank base. (Do not apply modifiers such as Chakra Capacity!)
Name: Genjutsu Kai [Illusion Technique Release] (10JP)
Type: Ninjutsu
Sub-type: Chakra
Rank: C
Orientation: Defensive
Cost: Equal the cost of the genjutsu. If it is B-rank, it costs 3 more to break, 5 if A, and 7 if S-rank.
Effects: This basic technique allows the user to stop their flow of chakra and reactivate it in a burst of energy, essentially restarting their body in order to rid themselves of harmful chakra influences, most notably that of genjutsu. This technique may break genjutsus consisting of one sub-type.
Name: Genjutsu Hakai [Illusion Technique High Release] (15 JP)
Type: Ninjutsu
Sub-type: Chakra
Rank: B
Orientation: Defensive
Cost: Equal the cost of the genjutsu. If it is A-rank, it costs 3 more to break, and 5 more chakra to break if S-rank.
Effects:
Effects: This advance technique allows the user to stop their flow of chakra and reactivate it in a burst of energy, essentially restarting their body in order to rid themselves of harmful chakra influences, most notably that of genjutsu. This technique may break genjutsus consisting of two or less sub-types. Requires Genjutsu Kai.
Name: Shunshin no Jutsu [Body Flicker Technique] (5 JP)
Type: Ninjutsu
Sub-type: Basic Technique
Rank: D
Orientation: Supplementary
Cost: 3
Effects: This jutsu is a high-speed movement technique, allowing a ninja to move short distances at an almost untraceable speed. It is accomplished by using chakra to temporarily boost the user's reflexes. To an observer, it appears as if the user has teleported. A puff of smoke is occasionally used to disguise the user's movements; however, other methods can be taken from the environment used to disguise the movement such as a swarm of leaves.
ninjutsu elementMokuton: Soutei Hashira [Wood Release: Binding Pillars] (5 JP)
Type: Ninjutsu
Sub-Type: Mokuton
Orientation: Offensive/Defensive
Rank: D
Cost: 3
The user will summon several wooden bloocks from the ground, exponentially growing them cross the battlefield and having them strike foes, capture foes, deflect projectiles or impede movements.
Mokuton: Moku Shouheki no Jutsu [Wood Release: Wood Barrier Technique] (10 JP)
Type: Ninjutsu
Sub-Type: Mokuton
Orientation: Defensive
Rank: C
Cost: 7
Causes beams of wood to emerge from the ground, the beams can converge to form a half spherical barrier to deflect an incoming blast or protect him from frontal attacks.
Mokuton Shichuuka no Jutsu [Four Pillars Home Technique] (15 JP)
Type: Ninjutsu
Sub-Type: Mokuton
Orientation: Defensive
Rank: B
Cost: 10
Similar to the prison technique, this creates miniature headquarters, well-suited towards containing inhabitants and, like the prison, is tough. Unlike the earlier technique, this move was designed to keep foes out, rather than in.
Mokuton Jukai Koutan [Birth of Dense Woodland] (20 JP)
Type: Ninjutsu
Sub-Type: Mokuton
Orientation: Supplementary
Rank: A
Cost: 15
This technique causes an immense forest to be born beneath the user's feet, spawning trees across the battlefield, altering the terrain to the point where it is unrecognizable. The trees are naturally reactive to the user's chakra, and as such, by paying one chakra point, the user may manipulate any of the trees within the forest. The trees may also be used for other techniques.
Kakuan Nitten Suishu (25 JP)
Type: Ninjutsu
Sub-Type: Mokuton
Rank: S
Cost: 23
This jutsu produces a seal on the user hand that can suppress a tailed
beast's influence over its host. This is done by producing wooden
dragons from the ground that attach to the host and force the tailed
beast's chakra to recede.
Name: San Genkou [Boil Clone] (10 JP)
Type: Ninjutsu
Sub-type: Futton;
Rank: C
Orientation: Supplmentary
Cost: 7
Effects: This jutsu is very similar to regular bushin, but the key difference being that it can be detonated at will for a small extra amount of chakra, and once destroyed in anyway, the boil by which it was formed bursts outward covering everything in the immediate area with corrosive acid. (+3 for each clone made after original)
Name: Nenshou Ame [Burning Rain] (15 JP)
Type: Ninjutsu
Sub-type: Futtō
Rank: B
Orientation: Offensive
Cost: 10
Effects: After making correct hand signs the user draws all the corrosive sweat from their body to one hand as it begin to amass into a giant orb of deadly boil. Once the orb has reached an adequate size the user shoots it high into the air where it explodes raining volatile liquid everywhere in about a half a mile radius from where it exploded. This jutsu may also be used as a more direct form of attack if thrown at the target but has a much higher chance of hurting allies in the process as the boil is much more concentrated at close range.
Name: San Nami [Boil Wave]
Type: Ninjutsu
Sub-type: Futtō
Rank: A
Orientation: Offensive
Cost: 15
Effects: Using a large amount of chakra the user exhumes and enormous amount of acidic water from their mouth capable of eating away at almost anything it touches. At first once it’s released from the users mouth it forms at a gigantic wave of rushing boil that quickly engulfs everything within about a 1 mile radius once it settles. This amount of boil can be more or less be compared to that of a fairly large lake an is more than capable eating away at the entire landscape in which it was released with ease.
Name: Zogeton: Shirohinotama (10 JP)
Type: Ninjutsu
Sub-type: Zogeton
Rank: C
Orientation: Offensive
Cost: 7
Effects: This technique creates a fireball made of white flames. The fireball will fly forward until it hits a surface. The fireball will explode upon impact with a blast of white fire. The white fire will burn intensely for a few moments before fizzling out of existence.
Name: Zogeton: Shirohiokami (15 JP)
Type: Ninjutsu
Sub-type: Zogeton
Rank: B
Orientation: Offensive
Cost: 10
Effects: This technique creates a wolf made out of white flames. The wolf is controled by the user's hand and leaps about quicker than the real animal. The wolf leaves scorch marks wherever it runs. The wolf can only manifest for ten seconds before fizzling out of existence. The wolf explodes into white flames upon impact with the target burning them intensely before disappating.
Name: Katon Goukakyuu no Jutsu [Great Fireball Technique] (10 JP)
Type: Ninjutsu
Sub-type: Katon
Rank: C
Orientation: Offensive
Cost: 7
Effects: A standard Katon technique, Goukakyuu is simple in nature. The user will draw chakra and air into their mouth, concentrating the energy before using their chakra's nature to cause a spark, causing a fire to erupt within their mouth which they then spew from their mouth. This will release a large fireball that will blaze through anything in it's path.
Name: Katon Gouryuuka no Jutsu [Great Dragon Fire Technique] (15 JP)
Type: Ninjutsu
Sub-type: Katon
Rank: B
Orientation: Offensive
Cost: 10
Effects: Katon Gouryuuka no jutsu forms a great dragon made of raging flames and releases it at an opponent. The technique is difficult to dodge due to the dragon's speed and the user's ability to redirect it mid-flight. It strikes by swallowing it's enemy whole, engulfing the enemy in it's hot flaming body. The jutsu is difficult to control however, due to's its unstable nature.
Name: Suiton: Sansokyou [Oxygen Supply] (5 JP)
Type: Ninjutsu
Sub-type: Suiton
Rank: D
Orientation: Supplementary
Cost: 3
Effects: An unusual jutsu that functions while a ninja is underwater. The ninja will alter their mouth to process any water that enters, splitting the H20 into hydrogen, which is pushed away by the chakra, and oxygen which is then breathed in. This allows a ninja with water affinity to breath underwater. This technique may be used for extended durations of time, as long as the user pays the maintaining cost.
Name: Suishouha - [Water Collision Destruction] (20 JP)
Type: Ninjutsu
Sub-type: Suiton
Rank: A
Orientation: Offensive, Defensive
Cost: 15
Effects: Suishouha is a move that allows one mastery over the water, that controls every inch of H20 surrounding the user, be it in liquid or gas form, and forms it into a series of grand waves. This lashing barrage of merciless waves will continue to pound down on an opponent, the user able to redraw any liquid used by the technique and form it again into an attack. Because of this, this technique can be used indefinitely as long as the Shinobi has chakra to spare. The more water present, the greater the strength of the jutsu. This technique requires two additional chakra per turn to maintain.
Name: Joushou Hashira [Rising Pillar] (5 JP)
Type: Ninjutsu
Sub-type: Doton
Rank: D
Orientation: Defensive, Supplementary
Cost: 3
Effects: A simple technique that costs the earth to rise, a pillar of stone that shoots forward. This can be used to create a barrier to impede an enemy's progress, defend against attacks, and even be created below shinobi to lift them above the battlefield.
Name: Dochuu Eigyo [Underground Fish Projection] (10 JP)
Type: Ninjutsu
Sub-type: Doton
Rank: C
Orientation: Defensive, Supplementary
Cost: 7
Effects: A ninjutsu that defies normal surfaces and allows a Shinobi with an earth affinity to literately "Phase" into the ground, allowing them to travel beneath it in a manner similar to as if the user was in water.
Name: Doro Gaeshi [Mud Overturn] (10 JP)
Type: Ninjutsu
Sub-type: Doton
Rank: C
Orientation: Defensive
Cost: 7
Effects: An earth based technique which controls the ground in front of the user, taking a large section of it and raising it before the user, forming a sturdy wall capable of withstanding most normal attacks and lesser jutsus. Great impacts may shatter it, however, though the wall will still lessen the force of an attack.basic genjutsubasic goes here
sensory genjutsusensory for genjutsu go herebasic taijutsubasic goes here
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5-INVENTORY-item kit goes here
『BASIC EQUIPMENT』
A pack issued to any ninja, that contains the following: ten shuriken, eight kunai (four for pack, four for leg holster), two smoke bombs, ten exploding tags, and one spool of wire (fifty feet).accessories here
『BINGO BOOK』
A book that contains any and all information on every recorded nukenin, which all Jōnin and ANBU are given by their respective Kage or equally-powerful figure to hunt down and assassinate. The purpose of this is so that the village's secrets and/or kekkei genkai are not stolen or examined by the enemy. Kirigakure has a special unit within their ANBU called Oinin whose sole purpose is the complete eradication of these nukenin. Carry one.
Name: Uniform
Type: Uniform
Equipment Type: Acessory
Description: Instead of the usual Kumogakure jonin uniform of a white flak jacket Nezuel wears his own uniform of a black suit. The suit has no other properites than being surprisingly light, flexible, and durable. Nezuel has put some of his own chakra into it to make it resistant to his own Boil Release Justus.weapons here
Name: Katana
Weapon Class: Katana
Pocket: Weapon
Equipment Type: Light)
Description: No special abilities or quality. Around 23.6 inches.